// webgl/webgl_instancing_raycast.js
import {document,window,requestAnimationFrame,cancelAnimationFrame,Event,core,performance} from 'dhtml-weixin';
import * as THREE from '../three/Three.js';

import Stats from './jsm/libs/stats.module.js';
import { GUI } from './jsm/libs/lil-gui.module.min.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';

var requestId
Page({
	   
         onUnload() {
	   		cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
		setTimeout(() => {
			if (this.renderer instanceof THREE.WebGLRenderer) {
				this.renderer.dispose()
				this.renderer.forceContextLoss()
				this.renderer.context = null
				this.renderer.domElement = null
				this.renderer = null
			}
		}, 0)
        
	},
         webgl_touch(e) {
        const web_e = Event.fix(e)
        //window.dispatchEvent(web_e)
        //document.dispatchEvent(web_e)
        this.canvas.dispatchEvent(web_e)
    },
async onLoad() {
        const canvas3d = this.canvas =await document.createElementAsync("canvas","webgl")
var that = this
        
			let camera, scene, renderer, controls, stats;

			let mesh;
			const amount = parseInt( window.location.search.slice( 1 ) ) || 10;
			const count = Math.pow( amount, 3 );

			const raycaster = new THREE.Raycaster();
			const mouse = new THREE.Vector2( 1, 1 );

			const color = new THREE.Color();
			const white = new THREE.Color().setHex( 0xffffff );

			init();
			animate();

			function init() {

				camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
				camera.position.set( amount, amount, amount );
				camera.lookAt( 0, 0, 0 );

				scene = new THREE.Scene();

				const light = new THREE.HemisphereLight( 0xffffff, 0x888888 );
				light.position.set( 0, 1, 0 );
				scene.add( light );

				const geometry = new THREE.IcosahedronGeometry( 0.5, 3 );
				const material = new THREE.MeshPhongMaterial( { color: 0xffffff } );

				mesh = new THREE.InstancedMesh( geometry, material, count );

				let i = 0;
				const offset = ( amount - 1 ) / 2;

				const matrix = new THREE.Matrix4();

				for ( let x = 0; x < amount; x ++ ) {

					for ( let y = 0; y < amount; y ++ ) {

						for ( let z = 0; z < amount; z ++ ) {

							matrix.setPosition( offset - x, offset - y, offset - z );

							mesh.setMatrixAt( i, matrix );
							mesh.setColorAt( i, color );

							i ++;

						}

					}

				}

				scene.add( mesh );

				//

				const gui = new GUI();
				gui.add( mesh, 'count', 0, count );

				renderer = that.renderer = new THREE.WebGLRenderer( { canvas:canvas3d,antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );

				controls = new OrbitControls( camera, renderer.domElement );
				controls.enableDamping = true;
				controls.enableZoom = false;
				controls.enablePan = false;

				stats = new Stats();
				document.body.appendChild( stats.dom );

				window.addEventListener( 'resize', onWindowResize );
				document.addEventListener( 'mousemove', onMouseMove );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function onMouseMove( event ) {

				event.preventDefault();

				mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
				mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

			}

			function animate() {

				requestId = requestAnimationFrame(animate);

				controls.update();

				raycaster.setFromCamera( mouse, camera );

				const intersection = raycaster.intersectObject( mesh );

				if ( intersection.length > 0 ) {

					const instanceId = intersection[ 0 ].instanceId;

					mesh.getColorAt( instanceId, color );

					if ( color.equals( white ) ) {

						mesh.setColorAt( instanceId, color.setHex( Math.random() * 0xffffff ) );

						mesh.instanceColor.needsUpdate = true;

					}

				}

				render();

				////stats.update();

			}

			function render() {

				renderer.render( scene, camera );

			}
    }
})